In computer graphics, a heightmap or heightfield is a raster image used mainly as Discrete Global Grid in secondary elevation modeling. Each pixel stores values, such as surface elevation data, for display in 3D computer graphics. A heightmap can be used in bump mapping to calculate where this 3D data would create shadow in a material, in displacement mapping to displace the actual geometric position of points over the textured surface, or for terrain where the heightmap is converted into a 3D mesh.
How you will benefit
(I) Insights, and validations about the following topics:
Chapter 1: Heightmap
Chapter 2: Digital elevation model
Chapter 3: Texture mapping
Chapter 4: Point cloud
Chapter 5: Bump mapping
Chapter 6: Voxel
Chapter 7: Normal mapping
Chapter 8: Ray casting
Chapter 9: Terragen
Chapter 10: Displacement mapping
(II) Answering the public top questions about heightmap.
(III) Real world examples for the usage of heightmap in many fields.
Who this book is for
Professionals, undergraduate and graduate students, enthusiasts, hobbyists, and those who want to go beyond basic knowledge or information for any kind of Heightmap.